Opinions Please - Physics solution
by Andy Hawkins · in Torque Game Engine · 05/15/2008 (12:39 am) · 21 replies
So some of you who have been seeing my posts here would know I am working on BRAVE, a 3d shooter.
I am trying to implement physics into the game so I can blow up buildings (or rather the aliens can) realistically so that chunks of rubble fall away and hit things - crushing cars etc.
To do this, so far I have implemented (to varying degrees of success)
1. RigidShape - works but rigid object dont interact with other rigid objects, only scene objects and terrain.
2. ODEScript - objects fall through terrain.
So the opinions I seek are to comment on "what solution should I use for implementing physics into TGEA to make buildings blow up please?"
I am trying to implement physics into the game so I can blow up buildings (or rather the aliens can) realistically so that chunks of rubble fall away and hit things - crushing cars etc.
To do this, so far I have implemented (to varying degrees of success)
1. RigidShape - works but rigid object dont interact with other rigid objects, only scene objects and terrain.
2. ODEScript - objects fall through terrain.
So the opinions I seek are to comment on "what solution should I use for implementing physics into TGEA to make buildings blow up please?"
Torque 3D Owner DALO
There's no doubt that GG would have to do some business with either of those companies to get it into their engine and sell it as a package or something. All I'm saying, from a developers perspective, is that it's a factor that makes me look for other game engine options. I like GG and what they have, and of course I hope to see a physics solution down the road.
Cheers.